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Made in ca
Regular Dakkanaut





Hi all,
I'd just like to share an eldar tactic that I used very effectively in a recent game.
What you need is a waveserpent with holofields (and optionally ghostwalk), a farseer, a spiritseer and 5 wraithguard with d-scythes

So this tactic involves a bit of luck to work most effectively. You pretty much need to get horrify with your spiritseer. So you can use this tactic 1/6 games very well and moderately well in any other game. I also usually include a unit of jetbikes with a warlock for an extra chance to get horrify.

Basically move the waveserpent flat out to get into position (near some dug in enemy units) on turn 1, try to use the ghostwalk matrix to get into cover so that you can avoid jinking, also don't fire the shields because you NEED to be able to move next turn.

on turn two move the serpent up and unload cargo as close as possible to the enemy, don't worry about cover, just try and maximize the amount of damage you can do with the d-scythes. Cast horrify on a different unit from the one that the wraithguard will be targeting, then psychic shriek them with the farseer and spiritseer. 3d6 has an expected value of 10.5, which is an expected value of 5.5 cover and armor save ignoring wounds against Ld8 for the each psyker for a total expected value of 11 wounds.
I don't think I need to explain what to do with the wraithguard, pretty much roll the dice and annihilate the unit they are targetting. If you have the warp charges left over in the psychic phase and you rolled doom with the farseer then doom the unit that the wraithguard are targetting if they are pretty tough or numerous, otherwise it might be overkill.

Now you still have the waveserpent and you have 3 options of what to do with it:
a) take out any nearby transports or light vehicles that thought they were safe behind cover
b) finish off either of the two units if they are still alive after being d-sycthed or shrieked at
c) move flat out and tank shock the horrified unit if you rolled badly for the psychic shreiks

Basically you are destroying 2 full units in one turn and then you have your waveserpent to back you up

Hope this helps some fellow eldar players destroy some enemies hiding out in cover cheers!

This message was edited 1 time. Last update was at 2014/09/02 15:28:23


 
   
Made in us
Fixture of Dakka





A unit can't use the same psychic power twice in one phase.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in ca
Regular Dakkanaut





My understanding is that they can. However if the farseer fails psychic shriek, then the unit cannot cast it again. But if the farseer casts it successfull then another model in the unit is free to cast the same power
   
Made in ca
Regular Dakkanaut




.

This message was edited 2 times. Last update was at 2014/10/18 05:07:58


 
   
Made in pl
Horrific Howling Banshee




Or farseer is actually a Jetseer with Mantle and everything works perfectly fine.
Apart from having a low chance of getting Horrify, it sounds fine. Especially when combo'ed with Terrify.

"I'm rather intrigued to discover that my opponent, who looks like a perfectly civilised person, is in fact mathematically capable" 
   
Made in ca
Regular Dakkanaut





Just looked it up and you are right, dumb rule though. To get around this rule could you not have the farseer or spirit seer leave the unit on the disembark move, cast psychic powers, then run him back to the unit in the shooting phase?
   
Made in ca
Regular Dakkanaut





you also cant shoot at two separate targets, even if you could do all that, what is the point? You take your wave serpent and wraithguard approximately what 400 points of your army and put it out of position in enemy territory, forgo shooting the best gun in your army all so you can melt one squad with scythes that is likely something cheap like tacticals or fire warriors.

This isnt a tactic.. ok maybe, but this forum isnt for BAD tactics


   
Made in us
Legendary Master of the Chapter






Rx8Speed wrote:
Just looked it up and you are right, dumb rule though. To get around this rule could you not have the farseer or spirit seer leave the unit on the disembark move, cast psychic powers, then run him back to the unit in the shooting phase?


You only join back in the movement phase. so enjoy getting shot the feth up


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in ca
Regular Dakkanaut





 Desubot wrote:
Rx8Speed wrote:
Just looked it up and you are right, dumb rule though. To get around this rule could you not have the farseer or spirit seer leave the unit on the disembark move, cast psychic powers, then run him back to the unit in the shooting phase?


You only join back in the movement phase. so enjoy getting shot the feth up



Yeah I forgot to type that too, you can only join OR leave a squad once per turn, so even if your farseer was sitting in the middle of your squad he could and will die on the next turn.
   
Made in us
Longtime Dakkanaut





Central Oregon

Rules are important.

   
Made in ca
Regular Dakkanaut





chadbrochill17 wrote:
you also cant shoot at two separate targets, even if you could do all that, what is the point? You take your wave serpent and wraithguard approximately what 400 points of your army and put it out of position in enemy territory, forgo shooting the best gun in your army all so you can melt one squad with scythes that is likely something cheap like tacticals or fire warriors.

This isnt a tactic.. ok maybe, but this forum isnt for BAD tactics




Pyschic shriek is a psychic power, not a shooting attack so you can split fire. And also I don't think that not firing the serpent shield turn one in order to make sure you drop off the unit where it needs to go is so bad, especially if you're moving flat out. And the beauty of a fast vehicle is you don't have to go for the tacticals or fire warriors, you can hit almost anything on the board.

I guess using 2 psychic shreiks wouldn't work but even one psychic shriek is pretty devastating against a horrified devastator squad or dark reapers
   
 
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